Files
hear-on-out/src/lib/generators/weather/WeatherGen.svelte

529 lines
15 KiB
Svelte

<script lang="ts">
import * as Tone from 'tone';
import { onMount, onDestroy } from 'svelte';
import AudioVisualization from '$lib/components/AudioVisualization.svelte';
import { createPadSynth } from '$lib/audio/instruments/padSynth';
import { createArpSynth } from '$lib/audio/instruments/arpSynth';
import { createBassSynth } from '$lib/audio/instruments/bassSynth';
import { createPingSynth } from '$lib/audio/instruments/pingSynth';
import {
createReverb,
createDelay,
createFilter,
createGain,
createAnalyser
} from '$lib/audio/audio-effects';
import { selectChordProgression, calculateComfortScore } from '$lib/audio/weather-mood';
import type { ChordProgression } from '$lib/audio/chord-progressions';
// Component props with default values
let {
temperature2m = 20,
relativeHumidity2m = 50,
cloudCover = 30,
precipitation = 0,
volume = -10,
windSpeed10m = 0,
isDay
} = $props();
// Component state using runes
let isPlaying = $state(false);
let isInitialized = $state(false);
// Detect mobile for visualization sizing
const isMobile = typeof window !== 'undefined' &&
(/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent) ||
window.innerWidth < 768);
const vizSize = isMobile ? 280 : 400;
// Screen Wake Lock to prevent screen from sleeping during playback
let wakeLock: WakeLockSentinel | null = null;
// Audio components
let synth: Tone.PolySynth | null = null;
let arpSynth: Tone.Synth | null = null;
let pingSynth: Tone.Synth | null = null;
let bassSynth: Tone.Synth | null = null;
let arpSequence: Tone.Sequence | null = null;
let pingSequence: Tone.Sequence | null = null;
let bassSequence: Tone.Sequence | null = null;
let reverb: Tone.Reverb | null = null;
let delay: Tone.FeedbackDelay | null = null;
let filter: Tone.Filter | null = null;
let sequence: Tone.Sequence | null = null;
let gain: Tone.Gain | null = null;
let analyser: Tone.Analyser | null = null;
// Select chord progression based on weather mood
const currentProgression: ChordProgression = $derived.by(() => {
return selectChordProgression({
temperature2m,
relativeHumidity2m,
cloudCover,
windSpeed10m,
precipitation,
isDay
});
});
// Derived reactive values using runes with safe fallbacks
const bpm = $derived.by(() => {
const temp = temperature2m ?? 20;
// BPM: 5 at 0°C or below, 30 at 30°C or above
const normalizedTemp = Math.max(0, Math.min(30, temp));
return 5 + (normalizedTemp / 30) * 25;
});
const reverbWet = $derived.by(() => {
const humidity = relativeHumidity2m ?? 50;
// Ensure minimum 0.3 wet signal so reverb is always audible
return Math.max(0.3, Math.min(1, humidity / 100));
});
// Delay time: 8th note for calm, quarter note for windy
const delayTime = $derived.by(() => {
const speed = windSpeed10m ?? 0;
return speed > 5 ? '4n' : '8n';
});
// Delay feedback: stronger with more wind
const delayFeedback = $derived.by(() => {
const speed = windSpeed10m ?? 0;
// Map 0-20 m/s wind to 0.2-0.7 feedback range
return Math.max(0.2, Math.min(0.7, (speed / 20) * 0.5 + 0.2));
});
// Filter cutoff: colder = darker/lower frequency, warmer = brighter/higher frequency
const filterCutoff = $derived.by(() => {
const temp = temperature2m ?? 20;
// Map temperature: 0°C = 400Hz (dark), 30°C = 8000Hz (bright)
const normalizedTemp = Math.max(0, Math.min(30, temp));
return 400 + (normalizedTemp / 30) * 7600;
});
// Filter resonance: more wind = more resonant
const filterResonance = $derived.by(() => {
const speed = windSpeed10m ?? 0;
// Map 0-30 m/s wind to 1-18 resonance (Q factor)
return Math.max(1, Math.min(18, 1 + (speed / 30) * 17));
});
// Arpeggio interval: slower in cold, faster in heat
const arpInterval = $derived.by(() => {
const temp = temperature2m ?? 20;
// Map temperature: <0°C = 1n (whole note), 30°C+ = 8n (eighth note)
if (temp < 0) return '1n';
if (temp < 10) return '2n';
if (temp < 20) return '4n';
return '8n';
});
// Arpeggio volume: quieter in cold, louder in heat
const arpVolume = $derived.by(() => {
const temp = temperature2m ?? 20;
// Map temperature: <0°C = -22dB, 30°C+ = -10dB
const normalizedTemp = Math.max(0, Math.min(30, temp));
return -22 + (normalizedTemp / 30) * 12;
});
// Weather extremity: 0 = pleasant, 1 = extreme conditions
const weatherExtremity = $derived.by(() => {
const comfortScore = calculateComfortScore({
temperature2m,
relativeHumidity2m,
cloudCover,
windSpeed10m,
precipitation,
isDay
});
return 1 - comfortScore; // Invert: higher = more extreme
});
// Ping volume: quieter in pleasant weather, louder in extreme weather
const pingVolume = $derived.by(() => {
// Map extremity: 0 (pleasant) = -22dB (present), 1 (extreme) = -8dB (prominent)
return -22 + weatherExtremity * 14;
});
// Ping interval: slower in cold, faster in heat
const pingInterval = $derived.by(() => {
const temp = temperature2m ?? 20;
// Map temperature: 0°C = 1n (whole note, slow), 30°C = 16n (16th note, fast)
if (temp <= 0) return '1n';
if (temp <= 10) return '2n';
if (temp <= 20) return '4n';
if (temp <= 25) return '8n';
return '16n';
});
// Request wake lock to prevent screen from sleeping
const requestWakeLock = async (): Promise<void> => {
try {
if ('wakeLock' in navigator) {
wakeLock = await navigator.wakeLock.request('screen');
console.log('Wake Lock is active');
// Handle wake lock release (e.g., when tab is hidden)
wakeLock.addEventListener('release', () => {
console.log('Wake Lock was released');
});
}
} catch (err) {
console.error('Failed to request wake lock:', err);
}
};
// Release wake lock
const releaseWakeLock = async (): Promise<void> => {
if (wakeLock !== null) {
try {
await wakeLock.release();
wakeLock = null;
console.log('Wake Lock released');
} catch (err) {
console.error('Failed to release wake lock:', err);
}
}
};
// Initialize audio components
const initializeAudio = async (): Promise<void> => {
try {
// Optimize audio scheduling for better stability
Tone.getContext().lookAhead = 0.1; // Keep default 100ms lookahead
// Create instruments
synth = createPadSynth(isDay);
arpSynth = createArpSynth(arpVolume);
pingSynth = createPingSynth(pingVolume);
bassSynth = createBassSynth();
// Create effects
reverb = createReverb(reverbWet);
delay = createDelay(delayTime, delayFeedback);
filter = createFilter(filterCutoff, filterResonance);
gain = createGain(volume);
analyser = createAnalyser();
// Connect audio chain using .chain() for clarity
// Synth gets filtered based on temperature
synth.chain(filter, delay, reverb, gain, analyser, Tone.Destination);
// Arpeggios bypass filter - only delay and reverb
arpSynth.chain(delay, reverb, gain);
pingSynth.chain(delay, reverb, gain);
bassSynth.chain(delay, reverb, gain);
// Generate reverb impulse
await reverb.generate();
isInitialized = true;
} catch (error) {
console.error('Failed to initialize audio:', error);
}
};
// Start the chord sequence
const startSequence = async (): Promise<void> => {
try {
if (!isInitialized) {
await initializeAudio();
}
await Tone.start();
if (sequence) {
sequence.dispose();
sequence = null;
}
// Set all audio parameters once (static until page refresh)
Tone.getTransport().bpm.value = bpm;
if (reverb) {
reverb.wet.value = reverbWet;
}
if (delay) {
const delayTimeSeconds = Tone.Time(delayTime).toSeconds();
delay.delayTime.value = delayTimeSeconds;
delay.feedback.value = delayFeedback;
}
if (filter) {
filter.frequency.value = filterCutoff;
filter.Q.value = filterResonance;
}
if (gain) {
gain.gain.value = Tone.dbToGain(volume);
}
if (arpSynth) {
arpSynth.volume.value = arpVolume;
}
if (pingSynth) {
pingSynth.volume.value = pingVolume;
}
sequence = new Tone.Sequence(
(time: number, chord) => {
if (synth && chord) {
synth!.triggerAttackRelease(chord.notes, '4n', time);
}
},
currentProgression,
'4n'
);
sequence.start(0);
// Create arpeggio sequence
if (arpSequence) {
arpSequence.dispose();
arpSequence = null;
}
arpSequence = new Tone.Sequence(
(time: number, chord) => {
if (arpSynth && chord && chord.notes) {
// Capture synth reference for TypeScript
const synth = arpSynth;
// Calculate time between notes based on 16th notes
const sixteenthNote = Tone.Time('16n').toSeconds();
// Play arpeggio pattern through the chord notes
chord.notes.forEach((note: string, index: number) => {
synth.triggerAttackRelease(note, '16n', time + index * sixteenthNote);
});
}
},
currentProgression,
arpInterval
);
arpSequence.start(0);
// Create ping sequence (reverse arpeggio - evenly spaced through chord duration)
if (pingSequence) {
pingSequence.dispose();
pingSequence = null;
}
// Build a flat array of notes: 4 notes per chord, in reverse order, transposed up 2 octaves
const pingNotes: string[] = [];
currentProgression.forEach((chord) => {
if (chord && chord.notes) {
// Get 4 notes in reverse order (last to first, cycling if needed)
const reversedNotes = [...chord.notes].reverse();
for (let i = 0; i < 4; i++) {
const note = reversedNotes[i % reversedNotes.length];
const noteName = note.slice(0, -1);
const octave = parseInt(note.slice(-1));
const highNote = noteName + (octave + 2);
pingNotes.push(highNote);
}
}
});
pingSequence = new Tone.Sequence(
(time: number, note: string) => {
if (pingSynth && note) {
pingSynth.triggerAttackRelease(note, '32n', time);
}
},
pingNotes,
pingInterval // Temperature-reactive: 1n (cold) to 16n (hot)
);
pingSequence.start(0);
// Create bass sequence
if (bassSequence) {
bassSequence.dispose();
bassSequence = null;
}
bassSequence = new Tone.Sequence(
(time: number, chord) => {
if (bassSynth && chord && chord.notes && chord.notes.length > 0) {
// Get root note (first note of chord) and transpose down 2 octaves
const rootNote = chord.notes[0];
const noteName = rootNote.slice(0, -1); // e.g., 'C' from 'C4'
const octave = parseInt(rootNote.slice(-1)); // e.g., 4 from 'C4'
const bassNote = noteName + (octave - 2); // e.g., 'C2'
// Randomize note duration: half to full chord duration (2n to 4n)
const randomDuration = 0.5 + Math.random() * 0.5;
const noteDuration = Tone.Time('4n').toSeconds() * randomDuration;
// Trigger bass note at the scheduled time
bassSynth.triggerAttackRelease(bassNote, noteDuration, time);
}
},
currentProgression,
'4n'
);
bassSequence.start(0);
Tone.getTransport().start();
// Request wake lock to prevent screen sleep
await requestWakeLock();
isPlaying = true;
} catch (error) {
console.error('Error starting sequence:', error);
}
};
// Stop the sequence
const stopSequence = async (): Promise<void> => {
if (sequence) {
sequence.stop();
sequence.dispose();
sequence = null;
}
if (arpSequence) {
arpSequence.stop();
arpSequence.dispose();
arpSequence = null;
}
if (pingSequence) {
pingSequence.stop();
pingSequence.dispose();
pingSequence = null;
}
if (bassSequence) {
bassSequence.stop();
bassSequence.dispose();
bassSequence = null;
}
Tone.getTransport().stop();
Tone.getTransport().cancel();
isPlaying = false;
// Release wake lock when stopping
await releaseWakeLock();
};
// Toggle playback
const togglePlayback = async (): Promise<void> => {
if (isPlaying) {
stopSequence();
} else {
await startSequence();
}
};
// Audio parameters are set once on playback start and remain static
// Lifecycle
onMount(() => {
initializeAudio();
// Handle page visibility changes (screen sleep/wake, tab switching)
const handleVisibilityChange = async () => {
if (!document.hidden && isPlaying) {
// Page is visible again - resume audio context if suspended
if (Tone.getContext().state === 'suspended') {
await Tone.getContext().resume();
}
// Restart transport if it stopped
if (Tone.getTransport().state !== 'started') {
Tone.getTransport().start();
}
// Re-request wake lock if it was released
if (wakeLock === null) {
await requestWakeLock();
}
}
};
document.addEventListener('visibilitychange', handleVisibilityChange);
return () => {
document.removeEventListener('visibilitychange', handleVisibilityChange);
};
});
onDestroy(async () => {
// Release wake lock on component destroy
await releaseWakeLock();
if (sequence) {
sequence.dispose();
}
if (arpSequence) {
arpSequence.dispose();
}
if (pingSequence) {
pingSequence.dispose();
}
if (bassSequence) {
bassSequence.dispose();
}
if (synth) {
synth.dispose();
}
if (arpSynth) {
arpSynth.dispose();
}
if (pingSynth) {
pingSynth.dispose();
}
if (bassSynth) {
bassSynth.dispose();
}
if (reverb) {
reverb.dispose();
}
if (delay) {
delay.dispose();
}
if (filter) {
filter.dispose();
}
if (gain) {
gain.dispose();
}
if (analyser) {
analyser.dispose();
}
});
</script>
<div class="mx-auto grid max-w-6xl grid-cols-1 gap-8 p-4 md:grid-cols-[300px_1fr]">
<div class="flex flex-col gap-4">
<button
class="cursor-crosshair rounded-md border border-white/20 px-6 py-3 text-base transition-all duration-300 hover:border-white/40 disabled:cursor-not-allowed disabled:opacity-50 {isPlaying
? 'bg-white text-black'
: 'bg-transparent text-white'}"
onclick={togglePlayback}
disabled={!isInitialized}
>
{isPlaying ? 'Stop' : 'Play'} Weather Ambient
</button>
{#if isPlaying}
<div class="flex flex-col gap-2 text-sm opacity-80">
<p class="m-0">Temperature: {temperature2m.toFixed(1)}°C</p>
<p class="m-0">Humidity: {relativeHumidity2m}%</p>
<p class="m-0">Cloud Cover: {cloudCover}%</p>
<p class="m-0">Wind Speed: {windSpeed10m.toFixed(1)} m/s</p>
<p class="my-1 opacity-40">---</p>
<p class="m-0">BPM: {bpm.toFixed(2)}</p>
<p class="m-0">Weather Extremity: {(weatherExtremity * 100).toFixed(0)}%</p>
<p class="m-0">Reverb: {reverbWet.toFixed(2)}</p>
<p class="m-0">Delay: {delayTime} @ {delayFeedback.toFixed(2)} feedback</p>
<p class="m-0">Filter: {Math.round(filterCutoff)}Hz Q:{filterResonance.toFixed(1)}</p>
</div>
{/if}
</div>
<div class="flex items-center justify-center">
<AudioVisualization {isPlaying} {analyser} width={vizSize} height={vizSize} />
</div>
</div>